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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-18 00:49:19 +02:00
use glm instead of Math3D in rendering
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@@ -1266,7 +1266,7 @@ bool opengl33_renderer::Render_coupler_adapter( TDynamicObject *Dynamic, float c
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if( Dynamic->m_coupleradapters[ End ] == nullptr ) { return false; }
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auto const position { Math3D::vector3 {
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auto const position { glm::dvec3 {
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0.f,
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Dynamic->MoverParameters->Couplers[ End ].adapter_height,
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( Dynamic->MoverParameters->Couplers[ End ].adapter_length + Dynamic->MoverParameters->Dim.L * 0.5 ) * ( End == end::front ? 1 : -1 ) } };
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@@ -2681,7 +2681,7 @@ void opengl33_renderer::Render(scene::shape_node const &Shape, bool const Ignore
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case rendermode::shadows:
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{
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// 'camera' for the light pass is the light source, but we need to draw what the 'real' camera sees
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distancesquared = Math3D::SquareMagnitude((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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distancesquared = glm::length2((data.area.center - m_renderpass.viewport_camera.position()) / (double)Global.ZoomFactor) / Global.fDistanceFactor;
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break;
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}
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case rendermode::reflections:
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@@ -3105,9 +3105,9 @@ bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, f
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return true;
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}
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bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
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bool opengl33_renderer::Render(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
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{
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Math3D::vector3 Angle(A);
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glm::dvec3 Angle(A); // TODO: Why copy?
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::glPushMatrix();
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::glTranslated(Position.x, Position.y, Position.z);
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if (Angle.y != 0.0)
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@@ -3980,9 +3980,9 @@ bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Mater
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return true;
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}
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bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, Math3D::vector3 const &Position, glm::vec3 const &A)
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bool opengl33_renderer::Render_Alpha(TModel3d *Model, material_data const *Material, float const Squaredistance, glm::dvec3 const &Position, glm::vec3 const &A)
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{
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Math3D::vector3 Angle(A);
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glm::dvec3 Angle(A); // TODO: Why copy?
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::glPushMatrix();
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::glTranslated(Position.x, Position.y, Position.z);
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if (Angle.y != 0.0)
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